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Friday, February 13, 2009

Online World Atlas: CityPixel -- Pt. 3, Conclusion

Each day, Worlds in Motion will be taking a closer look at individual virtual worlds. We'll start with a nuts-and-bolts overview, then move on to an in-depth tour, to be followed up with a conclusion-- all with the aim of bringing you all the essential info and details on each world in the rapidly-developing virtual landscape.]

2009_02_11_citypixel.jpg

After last entry's turn-based battle MMORPG Atlantica Online I thought we'd head back into the space of "true" virtual worlds with a look at the browser-based, pixel art heavy CityPixel, which offers a pixilated version of New York for users to explore and live in.

So if you read the previous part of this Online World Atlas entry on CityPixel, then I think you can probably see where this conclusion is headed, thanks to my fairly damning statement that while "Citypixel feels like a traditional social network with a visual component" the " visual component replaces a lot of the normal ways you'd show your individuality in a social network without offering up enough, ahem, individuality."

Honestly, that's a major problem. I feel like—and some may consider this unfair—that many MMO and virtual world developers are putting their virtual worlds out there far too early, before they're even vaguely "feature complete". In some cases I'm not even sure that the developers have a plan for what features they even want in their virtual worlds, they just expect users to flow in, socialize and for that to be enough.

2009_02_11_citypixel1.jpg

Though there's nothing on the site that explicitly states CityPixel is in an extended beta period, even if it was I'm not sure I'd be much more forgiving. Just because Google do it doesn't mean everyone can! Since launch the only major addition they seem to have included is a Facebook app, and "piggybacking" your virtual world onto Facebook's functionality isn't much of an addition.

Of course, you might be saying that I'm being especially harsh on CityPixel, but that's certainly because I really like the look and concept behind it. A "living city" is something that has never really been pulled off within virtual worlds, and the idea of having an apartment and workplace in the adorable Pixel York is alluring. But there's absolutely nothing to do.

Perhaps it's that the intention to have a micro-transaction based economy, but the pixel art theme is underused—I don't understand why I couldn't draw everything in my room, for example—but if you want to sell users items then you can't exactly allow them unfettered freedom.

Additionally, the fact you can't just walk your avatar about or "experience" the world in any meaningful way—there are no working shops or buildings, and exciting looking spaces like the "PY Mall" sit useless—makes CityPixel feel very, very empty.

And perhaps as a result, it doesn't seem like the users are particularly excited either. I've yet to see more than about 37 (!) concurrent users, even among thousands of registered users, so it's hard to call it very much of a community at all.

CityPixel is not just a missed opportunity right now, but a wasted one—a clear example that you have to offer unique features, not just the usual social networking options, on top of a neat concept to attract and maintain a community. It's something that I hope CityPixel do in future.

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Posted by mathewk on February 13, 2009 9:00 AM |

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